Suggestions for consideration for this wonderful mod: I don't think the game can be set so that explosions can produce individual parts per race or per specific ship (with the exception of capital ships, which I know it does now), but it would be something else to see the head of a Cobalt frigate or the top armor plating of a pirate's hulk drift off. ...come to think of it, it might be interesting to adapt a few of the ship models into broken ship chassis and&nb
theRetroboy
Yeah, I like the clutter too. One option that might work is to make a few bigger pieces of simple-shape debris (deck plating squares, for example) with a tiny bit of "molten edge" colouring to make them stand out more on darker maps when they persist. That footage you posted in the OP is wonderful to watch. My fear is that I'll get so much entertainment out of the visuals that I'll forget to actually play the game! I'll have to save before any decent-sized fleet action!
ManShooter, one other thing to try is to drastically reduce the lifespan of some of the debris. That might cut down on the number of objects and particles in place at any time, maybe? Out of curiosity, were you running it with or without BailKnight's mod?
I also agree that a fully 3d system would not be either realistic or good for gameplay. It would be too easy when twisting and turning in 3d to have planets overlap each other. When all the gravwells are laid out on a plane it's much easier to visually navigate at the galactic view level.
That sounds like a great idea because it would make it a snap to cross a gravity well or go around a star. The issue I think the game might have is to recognize when the ship must start to brake before it can slow down. Otherwise when you send your Marza over to bomb a planet it might wedge itself firmly into the equator. :) Is there a parameter that controls when a ship should start to decelerate so it won't overshoot its targets?
Akkan - see reply #82. Hopefully you can come up with the ten bucks soon to upgrade as it's worth it. ManShooter - an observation that minefields will become much more dangerous to frigates and cruisers because so much more of the gravwell is now used, and Advent mines might require movement adjustments to let them catch the faster ships now. Should mine damage type be nerfed a bit against middle-sized units? Otherwise you'll kill any strike fleet by peppering your gravwell with
Oh, heck, no way! I love it when the little frigate goes up in a huge fireball. To me, any explosion that does such a thorough job of annihilating 95% of the thing's mass is going to be pretty massive. It's kind of the wrong thread for this but I find Bailknight's effects to be a bit over the top with the weapons, and play just with Volumetric turned on. And I love 'em!
vunda, if you ask and are approved, I'd be frankly amazed. This is not a slight against you, but if well-formed experienced modding teams couldn't get approval, an individual with no modding experience is likely not going to. The true reason why they're not handing out approval is because the publisher can still make money by selling the Intellectual Property usage rights to someone else if they don't act on it. Gaming companies would be less inclined to purchase those rights if a phe
I was part of that mod effort, and I'll agree you don't want to go there (hi, Locutus! :) ). I'll also note that Sins doesn't really translate well to the physics and combat components of that specific "space" universe.
Manshooter, I am very pleased with the results you're showing so far. A couple notes: - Ships will get chewed by gravwells filled with turrets now. It might be appropriate to drastically reduce the fire rate of ships but give their shots a tremendous damage increase to counteract the damage turrets could do as attacking fleets weave through their ranges. Armor upgrades would similarly bump their values a chunk. - Good players will be able to use this system for tremend
I agree with Biske in that Bailknight's pushes the effects to be a little over the top, and the explosiony goodness gets hidden behind the big blobs of light. Mansh00ter, any chance you can include a just-splodeys option (or instructions for activating same) in your next release, for those that might miss the above posts? (and thanks for hurrying to rush this out. Big booms add a whole lot of oomph to the game, and it's great fun watching a pirate raid get ripped apart!)&nbs
Same. Your faction still creates that bounty, even if it's indirect, so you can't claim it.
I'm on the list for downloading this as soon as it's available too. I find the damage indicators for the frigates are a little too intense - they completely hide the frigate when it's on its last legs - but the spreading debris and the revamped explosions make larger fleet engagements or hapless pirate raids a total joy to watch. If I were a modeller, I'd run off a whole lot of small damage-piece models like hull plating or struts for you to use, I like this so much. C
It might not agree with canon, but I look at it like this: at game start, all planets are precolonized by independent races that have their own militia. You enslave them when you conquer a planet (economically for the TEC, ideologically/socially for the Advent, and through dominating technology for the Vasari). When enemies attack your planet, they're basically stripping your control away by removing all of your advances and forcing your population back to the equivalen
Hey, guys. Any way you could add the change logs as a feature to the Impulse screen? I see I'm running Entrenchment "1.01" right now but there's no clue as to what was changed without coming to the forums, only to find a post named "V1.00 change log". Putting an option in the Impulse game screen to see the change log, or in the menu of the game itself, would be appreciated.
TEC get more credits as their racial advantage. As Vasari and Advent, your initial game advantages are different and credit requests aren't so easy to satisfy. -- Retro
Look at it like a matrix if you must. TEC are like Zerg with respect to making lots of fast cheap units Advent are like Zerg with respect to using territory (creep ~ culture) Vasari are like Zerg with respect to lots of little hooks and pointy bits on their ships, and using other races to their advantage (e.g. infested marines) TEC are like Protoss with respect to very little Advent are like Protoss with respect to psionics Vasari are like Protoss with respect t
Also, factor in the 10% bonus to productivity and the layout of the map, particularly in SP. If you are playing a "dense" map and have a number of phase lane junctures to planets that you own, building culture earlier makes a bit more sense because it won't take long for you to get a net positive resource flow. If you're trapped at the end of a phase lane chain with just one or two phase lanes exiting, early culture won't help much until you can deploy at a more distant location. In that case, i
[quote]I don't know how allegiance works when jumping through stars[/quote]Two hops. If your homeworld is directly connected to a star via phase lane and you own a planet at another star connected by its phase lane, it's two phase-lanes distant so you'll get 80%. -- Retro
Adama, that insulting post was entirely unnecessary. Even if that's the cause (and I don't think it is), there's nothing in the tutorials or early play that says that civ infrastructure is the absolute first thing to do after capturing a planet and it's easy to miss. It doesn't make ANYONE "dumb enough". Oblivion, one thing you might wish to do is let the first wave of pirates come and instead of throwing money into a bidding war, build a bunch of turrets and keep your capital ship hand
[quote]Unfortunately diplomacy in this game is broken. If you don't lock teams at the creation of the game, ALL AIs will at some time stop attacking each other ("sign" peace treaty), and you'll become the only one they'll be at war with.[/quote]Sorry, that's incorrect. A smaller example: you vs. AI vs. AI vs. AI. One of the Sins "rules" is that [B]every faction must always have at least one enemy[/B]. If you get an ally with one of the three AI's, it *must* have one of the other AI's a
I'd suggest it's highly unlikely. Not too many major computer games introduce new and significant units in a patch. That's something that usually gets reserved for an expansion pack. -- Retro
er... okayyyy... Kyle, we read the manual because it's the first step in learning how to play the game. -- Retro
Desert planets are still highly profitable as well. They're just not quite as profitable as Terran planets. -- Retro
There are a huge number of AI skirmish maps though. Some can last five or six hours. -- Retro